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Old January 8, 2012, 22:09   #11
Antoine
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Quote:
Originally Posted by bio_hazard View Post
Ahhh- forget what I said about Lokkak.

Maybe change Shelob a bit- either make her low enough level that the giant spiders would be an appropriate summons, or else scrap the summons and give her other powers (passwall?)
Perhaps a complete rewrite of Shelob, at much lower level, with no escorts or summons... which might be more consistent with the source material.

Could I rename Ogre to Troll, rename Troll to War Troll, and call Lokkak "the Cave Troll of Moria"?

A.
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Old January 8, 2012, 22:26   #12
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Originally Posted by Antoine View Post
Warrior
Rogue
Priest
Mage
Priest also gives you a whole new magic tree, and thus twice as many spells. And the divine/arcane magic separation is a pure D&D thing.
An idea might be to make the Rogue a Red-Mage. Who can use Weapons, Armor, Arcane Magic and Divine Magic. This way your hybrid class is in the true middle between the 3 others.

btw. I do totally agree with you Race selection.
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Old January 8, 2012, 22:47   #13
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Originally Posted by Tobias View Post
Priest also gives you a whole new magic tree, and thus twice as many spells. And the divine/arcane magic separation is a pure D&D thing.
An idea might be to make the Rogue a Red-Mage. Who can use Weapons, Armor, Arcane Magic and Divine Magic. This way your hybrid class is in the true middle between the 3 others.

btw. I do totally agree with you Race selection.
I'm quite keen on the Priest because of my D&D roots and because the playstyle is so different. I see the Priest as the only character with access to temp resists and the only character with unlimited access to 300-point heals. He pays for this through weak offence.

As for the Rogue, I see him as a character with weak offence and defence but great stealth, detection and utility spells - supporting a modern "diver" playstyle.

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Old January 8, 2012, 23:08   #14
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I noticed that of your five races, four are found in Tolkien, while one (the Gnome) is not. I don't know if you want to stay particularly close to canon, but if you do, why not replace the Gnome with a Goblin, or an Ent, or something?
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Old January 9, 2012, 00:12   #15
Malak Darkhunter
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I like your selection of classes and races, very good, I myself prefer D@D style charcters and classes, I hope you can incorporate more D@D style spells and replace the angband/moria spells. Thing with priests is that it always pains me when someone weakens OOD, I think priests suffer a lot of penalties to melee and HP, If you weaken OOD they are really going to have a hard time surviving unless, as I mentioned earlier you incorporate the Cleric spells and abilities and from D@D, I think it would be good to rename the priest to the D@D cleric, it was an idea of mine to get rid of the priest types with no gods and rename the monsters to something like this:
Acolyte of Bane, Priest of Myrkul, Patriarch of Talos.

These are Evil forgotten Realms Gods, you could use gods from the D@D world to add more flavour, You can use this same concept for Mages as well.
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Old January 9, 2012, 00:29   #16
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Post #3 - Core code

I wanted to briefly set out my coding strategy.

I plan to:
  • Begin with a current copy of NPP
  • Add some minor rules from Quickband (cumulative poison, monsters that heal other monsters, a few things like that)
  • Add a 'no terrain' option
  • Pass back to the NPP guys for their interest
  • Keep a copy and rebrand
  • Move to a 50-level dungeon with Sauron on DL49 and Morgoth on DL50 (otherwise new DL X has the same behaviour as old DL 2X)
  • Set the following off: terrain, quests, player ghosts, randarts, store services
  • Remove ranged traps
  • Remove many vaults
  • Reduce the max level size
  • Remove cursed equipment, but allow 'good' items to have negative to-hit
  • Remove egos and jewelery from shops, other than the Black Market
  • Proceed with the various content initiatives in my other posts
  • Remove some monster summoning spells and some types of pits/nests to reflect changes to monster list
  • Remove temp resists from all artifact activations
  • Change artifact distributions as follows: min_depth = MAX(min_depth, min_depth + (60-min_depth)/3), rarity = MAX(rarity, rarity + (10-rarity)/2)
  • Release a test version and iterate.
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Old January 9, 2012, 00:51   #17
Malak Darkhunter
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I like were this is going and sounds very fun, very moria like, but still angband.
For the record I've never been fond of pits/nests. I think monster escorts should be limited as well.

I played Quickband recently, and not sure if it is your code or Jeff Greenes but I really love the effects of the stinking cloud spell and wand.
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Old January 9, 2012, 00:52   #18
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Originally Posted by Malak Darkhunter View Post
I played Quickband recently, and not sure if it is your code or Jeff Greenes but I really love the effects of the stinking cloud spell and wand.
All the cool coding in Quick comes from the NPP guys

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Old January 9, 2012, 00:54   #19
Malak Darkhunter
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I had the idea a while back to remove monsters appearing with the Friend flag and in return making that individual monster type more stronger, and worth more experience.
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Old January 9, 2012, 21:01   #20
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Post #4 - Consumables

Here is my first cut list of consumables. The list is still longer than I'd wanted but can be pruned further later. You'll notice that some key resources (including stat restoration and all forms of detection) are not available in town and others (temp elemental resistances, >300-point heals, levelporting) are not available at all.

(-) - not guaranteed in shops
(X) - never in shops, except perhaps BM

Potions
CLW
CCW (wounds + cuts only)
Curing (fixes just one status effect, does not restore hp)
Healing (X) (300 HP, 100 SP, all status effects, life levels)
Restoration (X) (fixes the most-drained stat)
Heroism (-)
Speed (X)
Might (gain Str+Con, or restore if drained)
Magic (gain Wis+Int, ")
Youth (gain Dex+Chr, ")

Scrolls
Identify (actually *ID*)
Phase Door
Teleportation
WoR
Enchantment (-) (weapon or armor)
Detect Evil (X)
Detect Doors/Stairs (X)
Mapping (X)

Wands
Stinking Cloud (-)
Confusion (-)
Lightning Bolt (-)
Fireball (-)
Stone to Mud (X)
Teleport Other (X)

Rods
Detect Doors/Stairs/Traps (X)
Detect Monsters (X)
Light (X)

Staffs
Teleportation (X)
Power (X)
the Magi (X) (does not restore Int)
Destruction (X)
Banishment (X)
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